Chapter 5-3 Part 4

After destroying the third and final BSAA Emblem to be found on Chapter 5-3, it's time for us to finally hail the elevator. This will grant you access to the catwalks surrounding this room, which will ultimately allow you to activate the bridge here. Since both partners can't head up, we recommend going up yourself. This will keep your partner out of harm's way. When you arrive at the catwalk, the quiet room will suddenly devolve into controlled chaos, with none other than hordes of Licker Betas showing up on the scene. These guys, as you well know by now, are bona fide pains in the ass. The first wave of them will only present you with two of them, which should be easy enough for you to handle. As you progress, a second wave of three will present themselves. Try shooting them before they climb off the walls for easy one-hit kills. And finally, as you circle around to the far catwalk, the final wave of perhaps ten or more will show up. This is when things get hectic. You'll be forced to push a large blue container across the catwalk to gain access to the locked room on the right side of the area via the roof. But it's not that easy, because you're being tailed by a brigade of Licker Betas. What to do? Well, if you're having difficulty, consider bringing Proximity Mines with you to this chapter. Then, plant them every few steps as you push the container out of the way. This will kill many of the Licker Betas in pursuit, and stymie their advance significantly.

Once you've gained access to the roof, turn around and deal with any remaining Licker Betas coming your way. You don't want to go into the locked room with them on your tail, or you're going to be horribly contained, and likely die. Instead, take care of them now while they're still in a straight line (sniper rifle round should careen through more than one at a time, which will conserve bullets). Grab the Green Herb on the roof of the small room and then climb down the ladder into it once the enemy threat is dissolved. You can find all sorts of items in this room, including some more curative items, ammunition and even a Chalice (Gold) in the lockers. Activate the switch within the room hereafter, and then head out to cross the now-activated bridge. As you cross, keep an eye above and ahead of you, as there's a Topaz (Brilliant) hanging on the wall above the end of the bridge that you can shoot down and acquire. Then, head into the next room to activate a rather interesting boss fight. (Although you likely have more than enough by now, we acquired three more Lion Hearts from the Licker Betas here, as well).

This is an interesting battle. You'll be dealing with an old, familiar friend here. In fact, you'll be dealing with two old, familiar friends. Wesker and, yes indeed, Jill. But Jill isn't really your adversary here. Wesker is. So, holster your fire and don't attack Jill. In fact, if your AI partner is unequipped (or equipped with only a Stun Rod), she'll take care of Jill. Just be sure to dodge Jill's machinegun bursts at the appropriate times. Then, stay in pursuit of Wesker. He'll repeat several times that he only has "seven minutes" to deal with you, and he's not kidding. This battle is extremely easy, therefore, if you want to take the easy way out. What is the easy way out? Why, just dodge his attacks and stay far, far away from him. After seven minutes, boom! All is over, and you'll move on to the second phase of the fight.

But there's more to this battle if you want to explore. Wesker, at some point during the fight, will kick you through a doorway that opens up an entire series of passageways littered with items. In fact, if you strike all of the jars you find, and if you open the concrete box you encounter (which will require your partner's cooperation), you'll find all sorts of valuable items, including (but not limited to) an Emerald (Brilliant), Sapphire (Brilliant), Emerald (Oval), and an L. Hawk magnum, a powerful weapon indeed. While you can use this extra space to continue to evade him, fighting him and forcing him away before the seven minutes are up won't only net you an achievement/trophy, but it will net you a special treasure at the beginning of the second phase of the battle. Don't attempt to do this until subsequent playthroughs, however, since you don't even remotely have weapons strong enough. Instead, wait until you have a maxed-out magnum with infinite ammunition, and return here. Draw Wesker into these corridors and try to flank him, shooting him when he's not looking. As long as he doesn't see you, he won't dodge the attacks. Otherwise, he will always dodge the attacks.

As for the second phase of the battle, this will occur either after seven minutes or, if you're skilled, after you force Wesker away. If the latter occurs, be certain you grab the Heart of Africa treasure from in between the two staircases before engaging Jill. Then, holster your weapons. If you shoot and kill Jill, you'll lose this battle. Instead, you need to coerce her via various means to stop the madness long enough for you to grab the gem from her chest and rip it off. You can do this in a variety of ways, but most of the techniques involve following quick-appearing on-screen prompts. When you're able to grab her (or when your partner does), be sure to follow these prompts succinctly. This will take time, but eventually, you'll be able to rip Jill's gem from her chest, snapping her out of her deep confusion. And thus, the chapter comes to a conclusion.